Common knowledge

Everything your character grew up knowing

There is no
going around.

One connected body of dead water wraps the world. A hull that touches it greys, loses buoyancy, and settles almost without a splash. Every road between continents leaves the ground.

A steam liftcraft catches its bow line at a Kaerys berth while its stern still swings
ColdwaterThe ThreadKaerysAbout twelve hours by steam · a little over two hundred miles
FLT–04 · third approach
01

One world

Five continents, divided by a single connected body of dead water.

02

Five rungs

Riders, herds, envelopes, steam, and quick crystal shaped the sky. Four still carry routes; the dragons refuse.

03

Eight years

Since the war ended in an armistice that settled none of what caused it.

Chapter one

The Still

Common knowledge

A flat pewter plane with no wave, wake, tide, or reflection in it, under a lid of bone-pale fog that has sat on the same horizon since before anyone’s grandmother.

The Still is not the whole of the water. Rivers, lakes, and enclosed coastal basins stay ordinary: there are ferries on them, fisheries in them, and shipyards beside them, which is why the first airships were hulls that shipwrights already trusted. What vanished was the open crossing. The main body is called the Belt, its arms divide the continents, and every arm has a name, a width, a season, and somebody claiming to own the sky above it.

There is only choosing which arm to cross, and how wide it is where you cross it.

On common knowledge

Some of what follows is wrong, in the way common knowledge is always wrong — confidently, and in unison. Your character may believe it anyway, and probably should.

Chapter five

Its miracles have invoices.

Quick crystal made the impossible ordinary within fifty years. Hospitals work better. Ships stop falling out of the sky. Bridges hold.

It also opened routes the empire could not tax, ended one monopoly, financed both sides of a war, and left every government involved owing money to the same handful of refining concerns. Quick crystal holds skill and judgement because it was a person who had them. The voluntary Hall queue starts before dawn; courts, sentences, and guardians create other routes into the same industry.

A navigator teaching two children an obsolete herd route on a wet Meetsend roofKAE–03 · Meetsend Row, one household roof

Your shared history

Kaerys to the charts.
The Windlass to everyone who works.

Every player character spent part of the last few years in the narrowest crossing’s divided port. You need not have been born there. You need not have known one another. You did leave something unfinished.

When the world feels lived in

Choose what it made of you.

Six choices turn place and history into a position you can bring to session zero and argue with. Then the prologue carries that position to the instant play begins.